Change some log level.
Initialize thread regs with 0xDEADBEEF.

Also initialize the float regs to NaN.
Fill registers with 0xDEADBEEF after most syscalls.

Some, like sceMpegRingbufferPut(), we don't, since... it's complicated.
But most we do, like a real PSP does.
Add a setting to skip 0xDEADBEEF reg filling.

For debugging purposes.  Can't think of a better way.
When using a bad atrac ID, return proper errors.

Tested each func with invalid ids.
Return an error when no data set yet.

Specifically this happens if you sceAtracGetAtracID, but don't set any
data yet.  Games might check for it to load in data.
Adjust some atrac reporting/logging.
Report and return errors for bad atrac data.

The PSP returns errors for invalid data, so we should too.
Fix state value in atrac context with no buffer.

Unlikely games use this, but they could.
Initialize atrac context values per PSP tests.
Cap the buffer size in sceAtracSetDataAndGetID().

Not sure if this should be done in the others or not...
created auto load feature
style changes
now auto loads most recent save state
cleanup
fixed some more indentation
Fix a stupid bug in bloom
Improve the texture cache hash on x86.

It's a bit less weak now, but still not strong.  Still fairly fast, it
seems like.
Speed up color conversion using SSE.

Probably not the very most optimal implementation, but faster and SSE2.
Make sure clut memory is aligned.

For SSE color conversion, etc.